The Evolution of Fun: A Generic Model of Video Game Challenge for Automatic Level Design

@MastersThesis{Sorenson:mastersthesis,
author = "Nathan Sorenson",
title = "The Evolution of Fun: A Generic Model of Video Game
Challenge for Automatic Level Design",
school = "School of Interactive Arts and Technology, Simon
Fraser University",
year = "2010",
type = "Master of Science",
address = "Surrey, BC, Canada",
month = dec # " 8",
keywords = "genetic algorithms, genetic programming",
URL = "http://summit.sfu.ca/system/files/iritems1/11485/etd6326_NSorenson.pdf",
size = "89 pages",
abstract = "This thesis presents an approach to automatic video
game level design consisting of a novel computational
model of player enjoyment and a generative system based
on evolutionary computing. The model is grounded in
player experience research and game design theory and
is used to estimate the entertainment value of game
levels as a function of their constituent rhythm
groups: alternating periods of high and low challenge.
In comparison to existing, bottom-up techniques such as
rule-based systems, the model affords a number of
distinct advantages: it can be generalised to different
types of games; it provides adjustable parameters
representing semantically meaningful concepts such as
difficulty and player skill; and it can facilitate
mixed-initiative collaboration between the automated
system and a human designer. The generative system
represents a unique combination of genetic algorithms
and constraint solving methods and leverages the model
to create fun levels for two different games.",
notes = "See also Sorenson:2010:EvoGAMES
DOI:10.1007/978-3-642-12239-2_14",
}